


MINNEAPOLIS PUBLIC SCHOOLS 

DEPARTMENT OF 
HYGIENE AND PHYSICAL TRAINING 

CHAS. H. KEENE, M. D., SUPERVISOB. 



OUTLINE 

IN 

GAMES AND MASS COMPETITIONS 
Grades 1 to 8 inclusive 



August 1, 1911. 




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OUTLINE 

IX 

GAMES AND MASS COMPETITIONS 
Grades 1 to 8 inclusive 



Copyright 1911 

BY 

Charles H. Keene 



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ORGANIZED PLAY FOR RECESS 
AND INTERMISSION. 



The children in the grades are not getting all they 
should out of recess. They stand about or sit in the shade, 
and even fight at times. This loafing is due, not to the 
fact that they do not want to play, but to the fact that they 
know of no games to play. As a result they do not come in 
from recess rested, and with mind and muscle refreshed, 
but, having worked off little surplus energy, are in the 
same condition of restlessness that they were before. 

It is to correct this lack of games that the following 
provisional course of games is issued. Those marked with 
an "K" may be played in the schoolroom. The figures after 
the name of the game indicate the grades for which the 
game is most suitable. 



Cat and Rat. (i, 2, 3, 4.) R. 

Children join hands in a circle (at front of room). One 
is chosen cat and another rat. The cat tries to catch the 
rat; players help the rat and hinder the cat by raising and 
lowering the arms, and by not allowing the cat to break the 
ring of hands. Choose different cats, and later, play having 
more than one cat. During first part of year, cat chases 
rat without hindrance. 

Crow Race. (1, 2, 3.) 
The children start at a line. Each stoops and clasps 
his hands about his ankles. In this position they start at a 
signal and may either hop or walk, racing to the finish 
line. Anyone removing the hands from the ankles must 
drop out. 

Bean Bag Relay Race. (All Grades.) 
The children are formed in two files, behind a line. A 
mark is made about thirty feet away. Each leading child 
has a bean bag, which, at a signal, he carries about the 
mark, and hands to the next, who in turn runs around the 
mark. Throwing the bag is barred. The side running all 
its players about the mark first, wins. 



Bean Bag Passing Race, (i, 2, 3.) R. 

The children are divided into two or more teams or 
sides of equal numbers. Each team is lined up in an aisle 
on the rear desk of which are a number of bean bags. At 
the front of each aisle is a box or a basket. At a signal the 
bags are taken one at a time from the desk, passed down 
the line by each child and thrown into the basket by the 
one in front. The team finishing first, wins. 

Imitation. (1, 2, 3.) R. 

The teacher or a chosen child acts as leader, doing 
various sorts of gymnastic exercises. The others imitate. 
The best imitator may be chosen as the next leader. 

RabbitChase. (1,2,3.) R. 

Two different colored bean bags are used, one color to 
represent the "rabbit," the other the "hound." One child 
in the circle receives the "rabbit," and the "hound" is given 
to a child in the opposite side of the circle. As soon as the 
signal is given the "hound" and "rabbit" are passed along 
from player to player. The "hound" chases the "rabbit." 
Thus the game goes on, the children helping the "rabbit" 
to get away and the hound to reach the "rabbit." If the 
"rabbit" has circled around three times without having 
been caught by the "hound," the "rabbit" is safe. After a 
moment's rest the game may be repeated, but "rabbit" and 
"hound" must travel in the opposite direction. Any two 
adjoining children, i. e., passer and receiver, who let the 
"rabbit" drop must step into the center of the circle when 
the next "rabbit" chase begins. 

Fly Feather. (1, 2, 3.) R. 

The players form a circle. A small downy feather is 
thrown into the air. No player is allowed to touch it, but 
it must be blown away as it comes near. The circle may 
lightlv dance about to music while blowing the feather. 
The players may be divided into sides; the feather falling 
upon a player scoring a point for the opposite side. 

Lame Wolf. (1, 2, 3, 4.) 

One player is chosen "lame wolf," the other players are 
"children." A den is marked off for the "wolf" on one end 
of the field of play, and a house for the "children" at the 
other end. As soon as the "wolf" has entered his den the 
"children" run out of their house and begin teasing the 
"wolf," calling "Lame wolf, can't catch anybody." Upon 
hearing this the "wolf," if he ihinks it a good chance for 
catching some "children" runs out of his den, but he can 



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take only three steps when his lame leg gives out and he is 
forced to continue his chase, hopping on one foot. Any 
"children" he catches must go at once to the "wolf's" den. 
When all the rest of the "children" are again safe in their 
homes the "wolf" returns to his den; upon seeing this, the 
"children" venture out again and begin their teasing once 
more. Now the "children" who are in the "wolf's" den join 
the "wolf" in his chase as "lame wolf." The game continues 
until only one "child" remains. This "child" is the "wolf" 
if the game is repeated. 

If the "wolf" or any of his young "wolves" run after the 
first three steps, instead of hopping on one foot only, the 
"children" drive them back to the den, but as soon as the 
last "wolf" has crossed the line of the den, the "wolves" 
may start their chase again. Any "child" or "lame wolf" 
may at any time return to their home for rest. 



The Washerwoman, (i, 2, 3, 4.) R. 

PART I. 

Formation. — In couples, facing each other, in circle 
around the room. 

1. Scrub, — scrub, — scrub! scrub! scrub! 

Repeat. 

2. Wring, — wring, — wring! wring! wring! 

Repeat. 

3. Drythe clothes, — drvthe clothes, — dry the clothes. 

(Hands joined and arms swing back and forth.) 
Repeat. 

4. Take them in, — take them in. (Hands joined, 

turning, with hands overhead and in six short 
steps.) 
Repeat. 

PART II. 

Partners side by side. 

5. Step outside foot — inside foot — outside foot. 

(Hands joined.) 

6. Turn, step outside — inside foot — outside foot. 

(Hands joined.) 

7. Hands not joined, partners facing. Slide bend, 

slide bend, slide pirouette. 

8. Finish facing partners with three stamps. 

Repeat. 

5 



Follow my Leader, (i, 2, 3.) R. 

The teacher may suggest many little movements for 
the children to imitate, such as standing with feet apart, 
jumping to the stride standing position, jumping and 
touching high mark on the blackboard, stooping forward 
trying to touch the floor with finger tips while keeping the 
knees straight, blowing feathers. (Take deep breaths and 
blow hard.) 

Catch the Handkerchief. (2, 3, 4.) 

Use small handkerchief. One player, A, is chosen to 
be "it." The other players stand in a ring, with feet apart 
and their hands open behind their back and their palms 
up. A runs outside of the ring, drops the handkerchief 
into the open palms of some player, B, and runs on in the 
same direction he has been pursuing. As soon as the 
player B feels the handkerchief in his hand he runs also 
outside the circle, but in the opposite direction of player A. 
Both tr} 7 to reach first the open place which B. left. When 
they meet on their run around the circle they pass each 
other on their left sides. Whoever reaches the open place 
last is "it" for the next play. May use a bean bag. 

Spinning the Plate. (2, 3, 4.) R. 

The players are numbered around the circle. One 
takes a tin plate and spins it in the center, at the same time 
calling a number. The one called must catch the plate 
before it falls. The class may be divided into sides, each 
catch scoring a point. 

Bag Board. (2, 3, 4, 5.) R. 

Need an inclined board with a hole in it about 10 inches 
square. The game is to throw bean bags through this 
hole. Sides may be chosen, each side taking a throw alter- 
nately. 

Three Deep. (3 to 8 inch) 

Twenty-four or more players form a circle of pairs with 
space enough between the players (who stand closely one 
behind the other, facing the center of the circle) to allow 
the runners to turn and run in all directions. Two players 
on the outside of the circle and at a distance from each 
other begin the game. One of them, the "Tagger", seeks 
to tag the other player before he can secure a place in front 
of any of the pairs forming the circle. If he succeeds in 
this, roles are changed, the player tagged becoming "tag- 
ger", and the former "tagger" in return endeavors to secure 
a place in front of some pair. But whenever the runner 



(the player pursued) has succeeded in getting in front of a 
pair before being tagged, then the hindmost (the last or 
third, in the respective rank) must take to his heels and 
seek to evade the unsuccessful "tagger," who now turns his 
attention to him. In seeking to evade a tagger the suc- 
cessive players may run in any direction, either left or right 
and across the circle, but not pass in front of any one rank 
to another rank in such a manner as to induce wrong starts. 
A hindmost player may also form in front of his own rank, 
making the second player in such rank, hindmost or 
"third." The play is alwaj^s directed against the third or 
last of a rank, two players being the number limited to 
each pla}^. (When classes of players are too large the circle 
may be formed by rows or ranks of threes, instead of twos 
or pairs.) 

The Snake, (i, 2.) 

One player drags a rope about, the others trying to 
catch the end of it with the hands. Must not step on it. 

Bean Bag Passing Overhead. (1, 2, 3, 4.) R. 

Teams form lines in files and race by, passing bean 
bags, one or more to each file, from front to rear, each pass- 
ing bag over his head. The last is to throw into a basket. 



Klapdans. (2, 3, 4.) R. 

Arrange couples in a circle or straight line. Partners 
face each other. 

1. Clap! Clap! Bow! (Bow to right first.) 

2. Clap! Clap! Bow! (To the left.) 

3. Stamp right foot. 
Stamp left foot. 

4. Take three hops around to place. 



Boiler Burst. (3, 4, 5.) 

A chosen player tells a story; at some point the story 
teller says "and the boiler burst." On this signal all the 
players run to a designated goal. If any one is caught by 
the storyteller he becomes "it," and must tell a story. If 
no one is caught the same story teller must repeat. 



Squat Tag. (1, 2, 3.) 

A simple game of tag. The players cannot be tagged 
when squatting. 



Duck on the Rock. (3 to 8 incl.) 

Playing space 20 ft. by 30 ft. Players 6 to 20. Near one 
end is placed a stone about a cubic foot in size called 
The Rock; each player has a small stone about the size of a 
base ball, these being the Ducks. A goal line is drawn 
about 25 feet from the Rock or duck perch, and putting 
lines radiate from the rock to the goal. To begin the game, 
each player tosses his duck toward the rock and the one 
which lies farthest away becomes duck on the rock while 
others secure stones and stand behind goal. The object of 
the players now is to toss their stones and displace the 
duck on rock and then return to the goal line with their 
ducks before the guard can replace the duck on rock and 
tag them. Anyone missing the duck must await a favora- 
ble opportunity to secure his duck and run "home", as he is 
liable to be caught by the guard whenever he touches his 
duck. But the guard must replace his duck on rock before 
he may tag anyone and the players keep each other in- 
formed by calling "Ducks off" when it is displaced. A 
plaj^er caught outside goal after touching his duck becomes 
the new duck-guard. The guard, when catching a player, 
may be required to say "guard duck" to make his play 
count, for if the player caught can shout "double duck" first, 
both players must occupy the rock, each guarding his own 
duck. A player at goal may relieve one in field by making 
his duck strike the other, — called "kissing." This game 
may be played in-doors using a soft medicine ball or Indian 
club for the rock, and bean bags for ducks. The floor 
should be covered with mats to prevent noise and rolling of 
balls. 



Wrestling Circle. Poison. (3 to 6 incl.) 

A few upright Indian clubs are placed within the circle 
of players who grasp hands and on signal try to make some 
one upset one or more clubs by pushing and pulling. Any 
player who knocks a pin must drop out of circle until one 
remains or, better, he leaves the circle until the next one 
drops out when he may return. Various grips should be 
specified by the umpire for each round, as, — right hand on 
neighbor's left wrist, left hand grasping right wrist, ordi- 
nary hand clasp, "Indian grip" or hooked fingers, etc. The 
one responsible for a break in circle may be dropped. 



"I Put my Right Hand In." (3 to 6 incl.) R. 

Children standing in a circle, or in aisles, may sing 
when taking the exercises in this play. The play begins 
with hands first; as, "I put my right hand in, and I put my 
right hand out. I give my hand a shake! shake! shake! 



and turn myself about." Same with left band, then both 
hands. The same with each foot and then with both 
feet; in executing- movements with feet, children advance 
one step with left foot toward center, then turn about (half 
turn.) Advance one step with left foot, after which they 
shake tbe foot vigorously and turn about (full turn) by hop- 
ping around on toes. Repeat with right foot. In doing 
tliis movement with both feet children jump in toward 
center and in the same manner jump out. They try to 
shake both feet and then turn about, hopping on toes. 

French Blind Man's Buff. (4, 5.) 

All the players are numbered, and one player is blind- 
folded. The others, standing some distance apart form a 
ring about him. The one in the center calls out two of 
their numbers, and players having these numbers change 
places at once. While they are changing, the center player 
tries to catch one of them. If he succeeds he takes the 
place of the player he has caught, and that player goes to 
the center, and is blindfolded in his turn. 

Mr. Slap Jack. (4, 5, 6.) 

The players form a circle. Special care must be taken 
that there are no large open spaces between the players. 
There should be a distance between each player of about 
two feet. 

One player is "it," and with a "towel" in one hand 
walks around the outside of the circle. The players hold 
their hands behind their backs with palms up. "It" drops 
the towel into some player's hand, and quickly escapes by 
running around the circle in any direction he chooses. The 
one who received the towel quickly runs after "it," and 
slaps him as much as he can until "it" is exactly in place 
where the player stood when he received the towel. The 
one who received the towel now continues as "it." 

Umbrella Ball. (4, 5, 6.) 

The players place the bean bags on their heads, and 
march around the room, halting so as to form a hollow 
square. Four umbrellas or boxes or baskets are placed on 
tops of desks or in the chairs, so that each may be a goal 
for one-fourth the players, and be about six feet from each 
person. At a given signal the players throw their bags or 
balls into the nearest umbrella. 

The bags are taken from the umbrellas and the players 
throw again. 

When they can throw fairly well, they should be re- 
quired to use each hand alternately. 

9 



Hill Dill. (4 to 7 incl.) 

Two parallel lines are drawn near the center of the 
field of play from ten to twenty-live feet apart. One play- 
er, "it," stands between theni and calls — 

"Hill dill, 

Come over the hill, 

Or else I'll catch you 

Standing still." 
The other players who stand on both sides of the center 
field, more or less distance away, then run across the 
marked play area. While they are crossing this area they 
may be tagged, and all those tagged must join "it" and 
help tag the rest. The game continues until every player 
has been tagged. 



Tag the Wall Relay Race. (4 to 7 incl.) 

The players are divided into four, five or six equal 
teams, or captains are appointed to choose teams. 

A line is marked parallel to a wall or fence thirty to 
fifty feet away from wall. Mark on the wall, opposite each 
team the number of the team. This mark will be the spot 
the runners have to tag. 

If there is no wall or fence at one end of the field of 
play, place some objects, like chairs or boxes, to represent 
the wall. 

The teams, in file formation, and with six or eight feet 
distance between each team, line up behind the thirty-foot 
line. At the word "go", the first runner of each team 
crosses the line, runs as fast as possible to the wall, 
touches the wall, returns, tags the next member of the 
team, and takes his position close behind the last runner 
of his team.* 

The second runner, as soon as tagged, runs in the same 
manner as the first, and so on, every member of each team 
running as soon as tagged. The race is finished as soon as 
the last runner has tagged the first runner. The team first 
finishing wins the race. 

Heats may be run as follows: 

First Heat — Running to the wall and tagging wall 
with right hand, returning on left side of team and tag- 
ging next runner with left hand. 

Second Heat — Tagging wall with left hand, returning 
on right side of team and tagging next runner with right 
hand. 

Third Heat — Same as first, but walking. 

Fourth Heat — Same as second, but skipping. 

Fifth Heat — Running on hands and feet (rabbit race). 

10 



Hunt the Key. (4, 5.) R. 

A key is hung" on a long piece of twine. The players 
form a ring, hold the twine, and pass the key back and 
forth, keeping their hands constantly in motion. One 
player stands in the center, and tries to discover who has 
the key. Occasionally someone may whistle on the key to 
show where it is, and then pass it rapidly on. When a 
player is caught with the key in his hands, he changes 
places with the player in the center. 

Relay Flag Race. (4,5, 6.) R. 

A long chalk line is drawn across the schoolroom in 
front of the desks. The children are seated in files, which 
have each the same number of pla3'ers, and a state flag is 
given to the first child in each file. The child takes the 
flag to the back of the room and stands opposite his aisle, 
with his foot touching the wall. At the signal "Start" he 
runs down the aisle to the chalk line, makes an about-face, 
and runs back to his starting-point. There he is met by 
the second child in his file, who takes the flag as quickly 
as possible, and runs with it as the first runner did. This 
continues until every child in the file has run. The file 
which finishes first receives the United States flag, and 
keeps it until some other file wins it away. 

The race may be varied by having the children jump 
between desks of adjacent rows, by having them hop down 
the aisle on the right foot and hop back on the left, or by 
having them stop between desks or chairs to perform defi- 
nite tasks, such as picking up and replacing beans or 
stones or performing some gymnastic exercise. 

Touch Ball No. 1. (4, 5, 6.) 

The players form a circle, with one arm-length open 
space between players. Each player must stand in stride 
position with both feet on the circle. One player is "it," 
and his position is on the outside of the circle. 

The players on the circle pass a basket ball, eraser, 
bean bag, etc., quickly around the circle, no player may be 
skipped, but the direction of the movement may be 
changed at will. "It," on the outside, tries to touch the 
moving object with his hands. If he succeeds the player 
having the ball or having last handled it, becomes "it," 
and the player's place is taken by "it." 

Rule 1. The object must not be batted, or passed with 
onehand. ' 

Rule 2. A player may not move his feet when in 
actual contact with the ball. He may stoop or bend or 
twist in any direction. 

Rule 3. "It" may not push or touch any player. If he 
does this while making a "touch," his play shall not count. 



Rule 4. If the ball is dropped and rolls inside the 
circle any player may recover it, but if it drops or rolls out- 
side the circle, the ball goes to "it," and the player who last 
handled it becomes "it." 

Dodge Ball No. i. (5, 6.) 

All the players join hands and form a circle, and then 
number off by three. 

All those who counted "one" go inside the circle. A 
volley ball or practice ball is used. The "twos" and 
"threes" upon a given signal begin to pelter the "runners" 
on the inside of the circle, while they try to "dodge" the 
ball. If anyone is hit, he must join the circle and assist in 
"killing" the runners. This continues until only three 
runners are left. 

As soon as only three of the number "ones" are left in- 
side, the first inning is ended. The second inning is 
played as the first, only the "twos" go inside the circle. 
The third inning all the "threes" go inside the circle, and 
"ones" and "twos" pelter from the circle. 

A fourth inning may be played to determine the smart- 
est "dodger" of the class. For this purpose all the last 
three players of each number enter the circle, i. e., nine 
players, and all the rest pelter. This inning is continued 
until one player is left inside the circle. 

Rule 1. Any runner is "dead" and must join the circle 
if the ball touches any part of his body. 

Rule 2. One throw may "kill" one or more runners, 
i. e., if it should bounce from one to another, or more. 

Rule 3. The throwers on the circle may run into the 
circle to recover the ball, and may throw it to one of the 
players in the circle, but in order to make a "killing" the 
thrower must have both feet on or behind the circle. 

Catch Ball. (5, 6.) 

A circle of six feet diameter is marked in the center of 
the field of play. Into this circle "it" steps with a basket 
ball. The players join hands and form a concentric circle 
outside the 6-foot circle. "It" tosses the ball into the air 
in such a manner that it would fall inside his 6-foot circle 
if the ball is not caught or otherwise deflected by a player. 
Just before "it" throws the ball into the air he calls the 
name of a player in the circle. The one called must try to 
catch the ball before it reaches the ground. If he suc- 
ceeds, he takes the center and becomes "it," while "it', 
joins the circle. If he does not succeed, he returns to the 
circle and "it" tosses the ball again, while calling some 
other player. The ball must be tossed into the air to a 
height at least equal to the radius of the circle formed by 
the players. 

12 



Straddle Ball. (5, 6, 7.) 

The players form a circle, feet in straddle (stride) posi- 
tion and toes touching toes of the adjoining player. 

"It" stands in the center with a basket ball and tries to 
roll the ball out of the circle between- the feet of some 
player. The player tries to prevent this by stopping the 
ball with his hands, and if successful must roll the ball 
back to "it" in the center. 

If "it" succeeds in getting the ball out of the circle, the 
player through whose feet the ball passed, becomes "it" 
and "it" takes that player's place in the circle. 



Bears and Cattle. (5, 6, 7, 8.) 

Two "barns" are marked, one each on the side lines of 
the field of play. A "den" is marked midway between 
these "barns" but on the other side of the field. 

One player is "bear" and stands in his "den." All the 
other players are "cattle" and take their places in the 
"barns," about half the players in each "barn." 

Upon a given signal the "cattle" must cross over to the 
other "barn," and while they are changing, the "bear" runs 
out of his "den" and tags as many "cattle" as possible. 
He should be careful to tag first a good lively "steer." All 
tagged cattle return with the "bear" to his "den" and now 
become "bears." The "bears" must now form a line by 
joining hands; the old "bear" and the first one tagged must 
take the ends of the line, and these two alone may tag dur- 
ing the subsequent chase. All newly tagged "bears" must 
join the line anywhere between the two end "bears". 

A signal must be given for each new chase. The 
"bears" may only chase in an unbroken line. If during a 
chase the line breaks, all "cattle" tagged during that chase 
are free again, and the "cattle" must drive the "bears" back 
to their "den." 

The last "cattle" caught becomes "bear" in the next 
game. 

Tossing Race. (4, 5, 6.) 

The players are divided into six or more teams of equal 
numbers. The teams line up in front — formation, one be- 
hind the other, all facing in the same direction, and each 
player about 8 feet distant from his next team mate. 

The first player in each team is captain and receives a 
bean bag, basket ball or medicine ball. 

The players stand in stride standing position, and 
must not move their feet while handling the bag. If ball 
or bag is dropped the player must quickly recover it, return 
to his place, resume position and then toss. 



The following order of heats is suggested: 

First Heat — Toss the bean bag with right hand to next 
neighbor, who must catch with both hands, and toss with 
right hand. Ball must travel from player to player to the 
end of the line and back again to the leader. 

Second Heat — Same, tossing with left hand. 

Third Heat — Same as No. 1, but catching and tossing 
with right hand. 

Fourth Heat — Same as No. 1, but catching and tossing 
with left hand. 

Fifth Heat — Same with basket ball, using both hands 
for tossing and catching. 

Sixth Heat — Same as No. 5, twice up and down. 

Seventh Heat — Same as No 5, five times up and down. 

Eighth Heat — Team face to right (left) and are now in 
file — formation, one player behind the other. Toss ball 
with both hands over your head back to next player, then 
face about and await the return of the ball, toss and again 
turn about. 

Fouls: 1. Moving feet while handling the ball. 

2. Passing the ball while out of position. 

3. Any offense against the special direction for 

each heat. 



Bean Bag Drill. (4, 5, 6.) R. 

The players are all seated at their desks. A bean bag 
is placed on the floor at the head of each aisle. At the com- 
mand — "Are you ready — go!" all pla} r ers in front line leave 
their seats, seize their bags, run and touch the rear wall 
and back to their seats, leaving the bags on the floor at the 
side of the second row of desks. The second line of play- 
ers do likewise. The row wins which finishes first. The 
second time this is played it is well to place the bean bags 
at the foot of each aisle and let the last line of players start 
the game so as to equalize the running for all of the 
players. 



Simon Says. (3, 4, 5.) R. 

One player is chosen leader. The other players stand 
at their desks. The leader faces the players and com- 
mands, "Simon says arms sideways fling!" or "Simon says 
position!" or "Simon says jump forward!" or "Simon says 
rise on toes!" etc. Whereupon the players do what is com- 
manded. But if the command is not prefixed with "Simon 
says!" the players do nothing. Any player following this 
last command must drop out of the game and sit down. 
The plaj r continues until all are caught, x 

14 



Jolly Fisherman. (4, 5, 6.) 

(Jump the Shot — Jumping Circle) 

Players (6 to 25) form a circle about the teacher who 
whirls a weighted rope in circles close to the floor. The 
high jump rope weighted with shot bags or rubber ends is 
suitable. The "fisherman" attempts to catch the players 
who must jump the rope, by varying the speed of the 
whirling line and passing it readily from hand to hand to 
obviate turning his body. When a "fish" is caught (gen- 
erally the rope winds about on ankle) the fisherman should 
"pay out the line" or let go entirely to prevent pulling on 
the jumping player. A player caught or allowing the line 
to touch him must drop out but he may be allowed to re- 
turn when the next one fails. The fisherman adds to the 
interest for children by naming the fish, and fisher talk in 
general. 

Touch Ball No. 2. (6, 7, 8.) 

The players join hands and form a circle. If there are 
more than thirty players, two or more circles must be 
formed. 

A basket ball is given to a player in the circle. The 
ball is rolled from one to another, from side to side, here 
and there, anywhere a player chooses, but always in such a 
manner that "it" cannot easily tag it. 

One, two or three players are "it" and take their places 
anywhere inside the circle. If anyone of them succeeds in 
"tagging" the ball, the player who last handled the ball 
becomes "it" and the successful "it" joins the circle. 

All players must stand with both feet on the circle, and 
may not leave the circle to recover the ball if it is inside 
the circle. A player may fall forward on his hands to re- 
cover or pass a ball, providing both his feet are on or be- 
hind the circle. 

The ball may be passed with one or two hands or it 
may be batted, but the ball must be kept rolling. 

If the ball rolls out of the circle, the player recovering 
it must first take his position on the circle before he may 
pass the ball. 

Any player is responsible for the ball as soon as any 
part of his body has come in contact with the ball. 

Any player fouling against these rules must leave the 
game. 

Towel Race. (6, 7, 8.) 

The players are divided into three or more teams of 
even numbers, or captains may choose sides. 

The teams are lined in file formation, with 6 to 8 feet 
distance between each two adjoining teams. 

15 



The first player of each team must toe the base line. 
Thirty to fifty feet from the base line and parallel to it the 
marks are placed. These may consist of chairs, posts, 
jumping stands, baskets, etc. There must be one mark for 
each team and exactly opposite the team's position. 

The first player, who is captain, holds the towel. 

The following order of variations should be followed: 

First Heat — Running up to the mark on the right side* 
rounding the mark and coming back on the left side of the 
team and delivering the towel to the next player with the 
left hand. 

Second Heat — Running up to the mark on the left side, 
rounding the mark, returning to the team on the right side 
and delivering the towel with the right hand. 

Third Heat — Combination of one and two heats as one 
heat, i. e., the second heat follows the first one without a 
new starting signal. 

Fourth and Fifth Heats — The same as 1 and 2, but 
walking instead of running. 

Sixth Heat — The same as 1, but on hands and feet. 

Fouls: 1. Runner leaving base line before he has the 
towel. 

2. Tossing the towel. 

3. Rounding the mark on the wrong side. 

4. Returning to the team on the wrong side. 

5. Delivering the towel 'with the wrong hand. 

6. Disturbing the mark while rounding it. 

Steps. (4, 5, 6.) R. 

The players are drawn up in line, each one equally dis- 
tant from the goal, which is some object as a wall or a line 
marked on the floor. One player is chosen to be "it," and 
stands in front of the others, facing them. He closes his 
eyes and counts ten aloud, then instantly opens his eyes. 
Whilehis eyes are closed the other players may run, walk, 
or move toward the goal in any "way; but before his eyes are 
open they must stop. All whom he sees moving he will 
send back to the starting line. The players win in the or- 
der in which they reach the goal; or, if preferred, the first 
player -who reaches the goal is "it" in the next game. 

One= Legged Relay. (6, 7, 8.) 

Bean bags are arranged on the floor in two parallel 
rows, each having the same number of bags placed at the 
same distances apart. Sides are chosen and each player in 
turn races with some player of the other side. Each player 
hops on one foot down the line and back, going over each 
bean bag, and then hops down and back a second time, 
going around each bag. Any player who touches the other 

16 



foot to the ground must begin over again. The first to 
finish wins; and the side which has the larger number of 
winning players is the winning side. 

Ball Drill. (5, 6, 7.) R. 



Hand or 
Hands 
Used 


Position of Player. 


Position of Ball. 


Kind of Pass. 


Both. 


Facing partner, astride 


Ball held above head 


Throw 


Both. 


Facing partner, astride 


Ball held close to chest 


Push 


Both. 


Facing partner, astride 


Ball held low between 
feet 


Toss 


Both. 


Back toward partner, 
astride 


Ball held above head 


Throw backward 


Both. 


Back toward partner, 
astride 


Ball held low between 
feet 


Toss between feet 


fRight. 


Facing partner, astride 


Ball held in curve of 
right arm 


Bowling toss 


fRight. 


Left side toward partner, 
astride 


Ball held in curve of 
right arm 


Throw sideways over 
head 


fRight. 


Left side toward partner, 
astride 


Ball held in curve of 
right arm 


Toss in front of body 


fRight. 


Left side toward partner, 
astride 


Ball held in curve of 
right arm 


Horizontal swift pass 
with twist of body 


fRight. 


Left side toward partner, 
.left knee in front 


Ball held in curve of 
right arm 


Toss in front of body and 
under knee. 



f May reverse exercise. 

Hopping Race. (4, 5, 6.) R.* 

A line is drawn across the front of the schoolroom to 
serve as goal, and the children are seated at their desks so 
that there are the same number of players in each row. 
The leader of each row takes his place at the back of the 
room opposite his aisle. The teacher gives the command 
"Stoop!" and each takes a stooping position, with his 
hands clasped under his knees. The teacher then says 
"Go!" and the children hop down the aisles to the goal and 
back to their seats. The child who first returns to a good 
sitting position at his own desk, after hopping down and 
back without touching his hands to the floor, is the winner 
of the race. When the leaders have finished, the players 
who are second in the rows have their turn, and so on. 
The game can be played with similar rules in a field or 
gymnasium. 

Hurly=Burly Bean Bag. (7, 8.) R. 

The children are seated so that all the rows have the 
same number of players in them. The bean bags are dis- 
tributed by the players in the front seats. At a given sig- 
nal, each child who has a bean bag throws it over his head. 
The child immediately behind clasps his hands after the 

* Only when aisles are wide. 

17 



bean bag has been thrown, then catches it or picks it up, 
and throws it back to the next player. So it passes up the 
row to the last child, who, immediately after catching it, 
stands on one foot, holds the other in his hand, and hops 
down the aisle to the front of the room, where he exercises 
some gymnastic movement previously agreed upon. While 
he does this, each player in the row moves back one seat. 
As soon as he ends his gymnastic movement, he seats him- 
self in the front seat, which has just been vacated, and 
starts the bean bag as it was started at the beginning of 
game. The game continues until this player again occu- 
pies the rear seat. The row that accomplishes this first 
wins the game. 

Variations may be made by having the bag caught 
with the right hand thrown with the left, or by having 
some gymnastic exercise substituted for the clapping of 
hands. 

Leap Frog. (7, 8.) 

Team races of leap frog, each boy leaping over the 
stooping back of each of his team mates. The team com- 
pleting the circuit first, wins. 

All Up. (5, 6, 7.) R- 

Four circles are drawn in a row near the front of the 
room, and three crosses marked in each circle. The six 
Indian clubs are placed on the crosses in the two outside 
circles, and the players are arranged in two equal files at 
the back of the room. Starting-points are marked back of 
the two aisles which are to be used by the runners. One 
player on each side stands ready, and at the signal runs to 
the outer circle on his side, carries the clubs one at a time 
to the inner circle, and places them on the crosses. When 
the clubs are placed in an upright position, the player re- 
turns to his file by the center aisle. The one who first 
reaches a given point in the file scores one for his side. 
The next two runners return the clubs to the outer circles, 
and so on. The game continues until all have had a 
chance to run. The side scoring the greater number of 
points wins the game. If there is a large number of play- 
ers, several circles may be drawn, and the players ar- 
ranged in several files. The game can be played in a gym- 
nasium or out of doors, as well as in the schoolroom. 



Japanese Tag. (3, 4, 5-) 

Rules of tag, but "it" must tag with his left hand 
while the right hand is held constantly against the spot on 
his body where he was previously tagged. By tagging a 

18 



player ia an awkward place for him to hold his hand, as 
the left knee, he becomes crippled, when every one should 
play close up to tease him. 

Touch Ball. No. 3. (7, 8.) 

The players form a circle. One, two or three players 
are "it," and stand inside the circle. A player tosses a 
basket ball to any player he chooses, and so on the ball is 
kept moving rapidly from one player of the circle to an- 
other. "It" must tr}' to tag the ball, and if successful the 
last player having tossed the ball or in any way having 
come in contact with the ball becomes "it," and "it" who 
tagged the ball joins the circle by taking that player's 
place. 

Rule 1. The ball must be tossed with one or both 
hands. 

Rule 2. A player may not go inside the circle to re- 
cover the ball. 

Rule 3. The ball may not be batted. 

Rule 4. If the ball falls outside the circle, any player 
may recover it, but he cannot put it back into play again 
until he is back in his place. 

Rule 5. A player becomes responsible for the ball as 
soon as the ball has come into contact with any part of his 
body. 

Rule 6. A player may refuse to accept a ball if by ac- 
cepting he runs danger of being "it," but he cannot leave 
his place in the circle, but may "duck" to get out of the 
way of the ball. 

Rule 7. If the b^ll is tossed too high and passes over 
the circle "it" may recover the ball and the player having 
tossed the ball becomes "it." 

Rule 8. "It" may tag the ball at any time, but if he 
fouls a player by running into him, or otherwise touches a 
player, his "tag" shall not count. 

Dodge Ball No. 2. (7, 8.) 

Players (20-60) divide equally, one side taking the 
center of the floor while the opponents equally distant, 
form on a marked circle about them or in touch with the 
four gymnasium walls. The circle players have a basket 
ball which they throw at the inner group, any one of whom 
being touched leaves the centre and joins the circle throw- 
ers. The player who stays longest without being touched 
by the ball, wins. The sides may pla}^ a time game in 
which all players hit become spectators until their side has 
its turn at throwing. With active players two balls may 
be used when only a few remain in the center. Throwers 
must have one foot touching wall or boundary when throw- 

19 



ing the ball, and, when necessary to leave the boundary to 
secure the ball, it must be passed to a circle player to "put 
in play." 

Circle Race. (7, 8.) 

The players join hands and form a circle. After a per- 
fect circle has been formed, the players are told to drop 
their hands; on command all must take one step backward. 
It is important that a true circle be maintained throughout 
the race. The players stand in stride position, and may 
not remove their feet except when recovering the ball. 
The players number off by twos. All those who count one 
are the first team, and all those who count two are the 
second team. 

A medicine ball, basket ball or bean bag is given to the 
captain of each team, who must stand exactly opposite one 
another in the circle. Upon a given signal both captains 
pass the ball to their left team neighbor and he to the next, 
and so on the ball is rapidly tossed from one member of a 
team to the next. Thus one ball of one team is racing the 
other. 

Each heat shall last two minutes, and the team whose 
ball has gained upon the other ball at the time the whistle 
announces the end of the heat, shall win that heat and 
count one point. The position of the players having the 
ball at the time the whistle is blown shall determine the 
gain or loss. 

Should one team's ball pass the ball of the other team 
inside the two minute heat, that heat shall count two 
points for the winning team, and the moment of passing 
shall be the end of that heat. 

The number of heats to be played must be decided 
upon before the game starts. 

Fouls: 1. Any player of one team interfering in any way 
with the ball of the other team commits a foul. 
Upon noticing this foul the referee shall blow 
the whistle and the ball of the fouling team 
shall be put back one player. A new signal 
shall be given for continuing this heat. 

2. If a ball is dropped to the ground, the player 

dropping it must recover it, but before passing 
it he must first return to his place. 
Offense against this rule shall constitute a foul 
and shall be punished as under No. 1. 

3. The ball must be caught and tossed with both 

hands. 
Foul must be punished as under No. 1. 

General Rules: 

A race shall consist of three, five, seven or more un- 
even number of heats. At every new heat the balls must 

20 



travel in the opposite direction to the one previously trav- 
eled. 

Ball Tag. (7,8.) 

The players join hands, form a circle, and number off. 

One player is "it" and stands in the center of the circle 
with a practice ball or volley ball. 

"It" calls out two numbers, and the players having 
these numbers must quickly change their places. 

As soon as "it" has called the numbers he tosses the 
ball to another number in the circle, and this player must 
quickly toss it back to "it." "It" thereupon tries to v hit one 
of the two changing numbers with the ball. If he suc- 
ceeds he joins the circle and the number hit becomes "it." 



Circle Touch Ball, and Variations. (7, 8.) 

One player is chosen to stand in the center, and the 
other players form a circle around him. Space is left be- 
tween the players so that the one in the center can run in 
and out. The ball is passed here and there in any direction 
among those in the circle, and the one in the center tries to 
touch it. If he succeeds in touching it while it is held by 
one of the players, that player changes places with him. 
If he touches it while no one is holding it, the one who had 
it last must change places with him. A player on going to 
the center cannot at once touch the ball, but must wait un- 
til some other player has handled it. To make the game a 
success, the players should co-operate to keep the ball from 
the player in the center, and should tease him and make 
various feints. 

Variation. Circle Catch Ball. — In this game a 
lighter ball should be used, one that can be readily thrown 
and caught. The object of the player in the center is to 
catch the ball. A mere touch does not count. Except for 
this, the game is like Touch Ball. 

Circle Tag. (6, 7, 8.) 

Make a number of circles (with chalk) upon the floor, 
at least two feet in diameter. One player, "it," may tag any 
player who is not standing within a circle. Not more than 
two players may stand in a circle at one time. The player 
who first entered the circle may be forced out by a third 
player entering, and so on. If there is any doubt who was 
the first to enter the circle, "it" may tag all three and com- 
pel those players to decide upon the one to be "it." 

It is not necessary that the players should stand within 
the circle, except when they wish to avoid being tagged. 

21 



The number of circles should be limited so that there shall 
be more players than the "limited number" that may stand 
within a circle. 



Stride Pass Race. (7, 8.) 

The players are divided into two, three or more teams, 
or captains are appointed who may choose sides. 

A goal line is marked about 8 feet from the side line of 
the held of play, and a box one foot square is marked for 
each team from 6 to 8 feet apart on the goal line. 

A base line is marked about sixty feet from the goal 
line and parallel to it. 

The teams line up in file formation, behind the boxes 
and facing them. The first player of each team must toe 
the goal line, and the last player must toe the base line, 
and the rest of the players take position between the first 
and last players, and at equal distance from each other. 

One medicine ball is given to each leader of a team. 
All players take a straddle (stride) standing position. It is 
important that the players maintain a straight line 
throughout the race. 

At a given signal, the first player lifts the ball out of 
the box and snaps it backwards between his legs and the 
legs of all his team mates to the last player behind the 
base line. The ball must roll on the ground, and each 
player may assist the ball down between the legs to the 
base line player. Care must be taken not to hit the ball 
sideways out of its course. 

As soon as the last player receives the ball, he picks it 
up, runs with it on the right (left) side of his team, up to 
and over the box, touching the box with the ball, and in 
his turn snaps it back like the first player. 

Every player moves backwards into the position of the 
man behind him as soon as he has passed the ball. 

The race is finished when the first "snapper back" has 
returned the ball to the box. 

The following order of heats should be observed: 
First Heat — Running up on right side. 
Second Heat — Running up on left side. 
Third Heat — Nos. 1 and 2 in one heat. 

Fouls: 1. If the ball goes outside any player's feet, it 
should be recovered as quickly as possible 
b}^ that player; he must return to his station 
before he can pass the ball. The penalty for 
this foul is one point off the score. 
2. The "snapper back" before snapping the ball 
must touch the box with it. Offense against 
this rule is one point off the score. 

22 



3. If the last player crosses the hase line before he 

has the ball, he commits a foul. Penalty, one 
point. 

4. Running up wrong side. Penalty, one point. 

Relay Race, (7, 8.) 

Choose teams of equal numbers. The leader of each 
team makes a complete circuit of the building and touches 
the next on his side who does the same. This continued 
until all have run. The team first completing the circuit, 
wins. 

Potato Race. (7, 8.) 

All are acquainted with the old-fashioned potato-race, 
where an equal number of potatoes for each player are 
placed in a line (as in the Indian Club Race), the race being 
finished or won when all the potatoes (one at a time) are 
placed in the receptacle at the starting line and the final 
dash made for the finishing line. Rules found in the 
Official Handbook of the Amateur Athletic Union. 

Snatch the Kerchief. (7, 8.) 

Number of players 10 to 40. Apparatus: Indian Club 
and handkerchief. Equal sides are chosen, which form 
facing each other on parallel goal lines about sixty feet 
apart. An upright club or bowling pin on which is loosely 
hung a handkerchief is placed on a center division line. 
On signal the right end player from each flank runs to the 
pin, his object being to secure the handkerchief without 
overturning the pin, and return to his goal before being 
touched by his opponent. If he succeeds his opponent 
drops out or becomes a player on the winner's side, but if 
he is tagged after touching kerchief or if he causes the pin 
to fall he loses and must fall in at the left end with the win- 
ner. After each trial the umpire replaces handkerchief and 
the play is repeated until all are on one side or until 
time is called when the side having most players wins. 

Players when near the pin must keep at least one foot 
nearer to the goal line than the pin is. When neither 
player is willing to attempt touching the kerchief the um- 
pire restarts them after one minute. 

Corner Ball. (8.) 

Playing space, the gj^mnasium floor or about 30 feet 
by 50 feet. Grade, Grammar and older. Apparatus, a bas- 
ket ball. A division line divides the space and separates 
the players of two sides. A base is marked (or a mat is 
placed) in each corner, but at least ten feet from the bound- 
ary. Two active members from each team are chosen to oc- 

23 



cupy the bases in the opponents territory while the others 
spread over their field but may not cross the division line. 
The ball is then tossed up by the umpire between two op- 
ponents who face their own players during the jump, but 
must return to their own field when the ball touches a third 
person. Two ten minute periods may be played. A point is 
scored each time a corner player makes a fair catch while 
having at least one foot on his base (or he may jump up- 
wards). A player may not run with ball nor bounce it but 
must throw from a stand, attempting to give his corner 
player a fair catch. 

The opponents score a point: 

1. When a corner player places all his weight outside 

his base. 

2. When a foul is made; running with ball or step- 

ping over division line, or placing any weight on 
corner base of opponents. 

Pin Guard of Club Circle. (7, 8.) 

Players form a circle 12 feet to 20 feet in diameter, 
standing closely about a leader who attempts to protect a 
club placed upright in the center while the circle players 
try to cause it to fall by throwing or kicking a basket ball. 
The player who causes it to fall or who has the ball when 
the center player knocks it down takes his place as a pro- 
tector. The one who remains guard longest, wins. The 
ball should be thrown underhand or should be kicked 
with the side of the foot. 

Side Kick. (8.) 

The players are divided into two teams, or captains are 
appointed who choose teams. Two drivers' lines are drawn 
upon the ground 10 feet apart and parallel to each other. 
Two more lines, the goal lines, are drawn, one outside each 
drivers' line and parallel to them. These goal lines must 
be 71/2 feet distance outside the drivers' lines. The lines 
should not be longer than about three feet for each player 
of one team. 

The teams line up behind the goal lines, then join 
hands and face the opposing team. The first member of 
each team is driver and takes his position inside the driv- 
ers' lines, with his back to his own team. 

The object of the game is to kick the ball over the goal 
lines, but under the arms of the opposing team. If this is 
done, a score of two points is made by the side having 
kicked the ball. 

As soon as a two-point score is made, one new driver 
from each team steps into the drivers' field and the old 
drivers join the team of the other end. 

24 



If the ball is kicked over the hands of a team this team 
scores one point, and not the team which kicked the ball. 

The drivers may not kick the ball over the opponent's 
goal line, but their duty is to manipulate the ball in such a 
manner with their feet that their own side may get a good 
opportunity for kicking the ball. 

The teams must try to prevent the ball from going 
over the line by obstructing it with their . legs, bodies 
and arms, but they may not break the line by loosening 
their hands. No score can be made by a side if their line is 
broken at the time the kick is made. If a team obstructs a 
ball and its line is broken when it is kicked by an oppos- 
ing player, the other side shall count one point. 

Rule 1. The ball must be put in play by the referee 
at the beginning of the game, or inning, and after a score 
has been made, and -whenever the ball rolls out of bounds. 

Rule 2. The players must line up behind their goal 
lines at every new play. 

Rule 3. The teams may, during the play, move for- 
ward and backward over the goal lines but may at no time 
cross the drivers' line. 

Rule 4. If any player advances over the drivers' line, 
the other team shall score one point. 

Rule 5. The drivers may play only inside the drivers' 
field; if a driver steps over the drivers' lines the other side 
shall score one point. 

Rule 6. One inning shall consist of 20 points. 

Rule 7. A game shall consist of 3 innings. 

The teams must change goal lines at the beginning of 
every new inning. The team making the highest total 
score shall win that game. 

Combination Race. (8.) 

Two, three or more teams of equal numbers of players 
shall be formed, or captains may be appointed who choose 
teams. 

The teams are lined up in file formation with eight feet 
space between each team. A base line is marked, and 
parallel to it and at thirty to fifty feet distance, a goal line 
is drawn. Opposite each team a basket, chair or box must 
be placed on the goal line which serves as goal mark. The 
first player in each team receives a basket ball, a football or 
a bean bag. 

At the starting signal the first player runs to the mark, 
around it, and after rounding it stops and throws the ball 
back to the next runner of his team. In turn each player 
runs and throws until the ball is back again in the leader's 
hands. After a player has thrown his ball he must quickly 
run back to his team. 

25 



The team which first returns the ball to his leader wins 
the race; the leader must be on the starting line. 

Fouls: 1. Crossing the base line before the ball is in the 
runner's hands. 

2. Throwing the ball before having rounded the 

mark. 

3. Running or throwing or returning on the wrong 

side. 

4. Throwing with the wrong hand. 

5. Interfering in any way with any other competing 

team's runner or ball. 

The following order of heats should be followed: 

First Heat — Running up on right side, rounding the 
mark to other side and throwing ball back with right hand, 
and returning on left side. 

Second Heat — Running up on left side, rounding the 
mark to other side, throwing the ball with left hand, and 
returning on right side. 

Third heat — Nos. 1 and 2 combined. 

Fourth Heat — Like 1, but bowling the ball back. 

Fifth Heat — Lake 2, but bowling the ball back. 

Sixth Heat — Like 1, but snapping the ball back be- 
tween the legs. 



Ling: — German Ball. (5, 6, 7. 8.) 

10 to 40 players. Playing space, the gymnasium floor 
or in open air (35 ft. by 70 ft.) (40 ft. by 80 ft.) Home 
base at one end marked by "foul line" parallel with front 
edges of batter's boxes and ten feet from end boundary. 
Players divide equally and fielders spread out over playing 
space while batters arrange batting order, youngest (or 
shortest) to bat first. Batter takes position in either box 
and next youngest batter becomes the pitcher and occupies 
other box. Being on same side, he tosses the ball vertically 
about eight feet high to allow his batter an easy strike. 
Two badly tossed balls count a strike as do the first two 
foul strikes, the batter being out if after three strikes he 
fails to bat the ball into fair field. After a fair hit the 
batter may attempt to run to first base (which is the 
further boundary of playing space) or he may remain in 
"home" and run on any subsequent hit made by his team 
mates. The pitcher becomes next batter. A score is 
counted whenever a base runner makes the run from 
"home" to base and back without being tagged or struck 
with the ball while in the fielders space. After reaching 
base he may remain there in safety providing he does not 
leave base with both feet while ball is in field. After 
once fairly leaving a base he cannot return but must make 

26 



the next base running the chance of being put out. Three 
outs retire the side at bat, the fielders becoming batters. 
An out is scored whenever a batter fails to hit the ball 
after three strikes; or when a fair hit ball is caught on the 
tly before it touches a wall or ceiling or other obstruction; 
base runner is out if touched by ball while he is in field, 
except that if ball be thrown he is not out if struck by ball 
above shoulders or if fielder advanced with ball before 
throwing. Base runners must return to base last touched 
after a caught fly ball and are liable to be touched or 
thrown out until such return. A fielder may not advance 
with ball in making an out (must keep one foot in place), 
but if progress is made he may toss ball to another fielder 
who may attempt any play. A base runner may not leave 
base until ball is actually in playing field. When in 
batter's space (behind foul line) base runners must have 
one foot behind base line. The game is decided by the 
greater score in any number of agreed innings or time. 
A fair ball is one struc^k by the batter which, if unob- 
structed, will settle on fair field beyond the foul line, which 
extends up walls and across ceiling when indoors. 

Playground Ball. (5, 6, 7, 8.) 
Spalding's Athletic Library, No. 321. Costs 10c. 

Volley Ball. (5, 6, 7, 8.) 

A game similar to lawn tennis,.but the players use the 
hand instead of a racket, and the ball is a large inflated 
one, similar to a basket ball. 

The court is a rectangle 25 by 50 feet. The net is 
stretched with its top 7 feet from the ground; an ordinary 
tennis net will do. Any number may play. 

The game consists in batting the ball over the net with 
the open palm. A point is gained whenever a side serves 
or returns the ball over the net legally, the ball falling 
within the opposite court, and the opponents fail legally 
to return the ball within the court. 

The server has two tries to get the ball over the net and 
within the court. The server continues as such until the 
opponents score a point. In serving the server must stand 
on the back line of his court. In serving no dribbling is 
allowed, the ball must be batted at least ten feet. (Drib- 
ling is striking the ball quickly and repeatedly into 
the air.) When server's side loses a point, one of the op- 
ponents becomes server. 

If any player touches the net he makes a foul, said foul 
forfeiting the ball if made by the server's side, and costing 
a point if made by the other side. If both sides foul at 
once the ball is dead, and the play is made over, 

27 



The opponents must return the ball in one of three 
ways: (1) before it touches the ground; (2) before it touch- 
es the ground or on the first bound; (3) before it touches 
the ground or on the first or second bound. (1) is the 
fastest game, (3) the slowest and for younger children. 
Team captains must agree or decide by lot on (1), (2), or (3) 
before playing. 

A game is 21 points. 



Pin Ball. (5, 6, 7, 8.) 

Played with a basket ball and using Basket Ball rules 
with the following exceptions: 

Instead of "throwing baskets", have at each end of 
playing space a four foot circle with an upright ten pin or 
Indian club in the center. Another concentric 12-foot 
circle is drawn. The guard stands between these two 
circles and the game is to knock down the pin. Knocking 
the pin down counts two points. All fouls count one 
point. In addition to regular basket ball fouls, it is a foul 
for any player, but the guard, to step inside the 12-foot 
circle or for the guard to block the ball while inside the 
4-foot circle. If he knocks down the pin himself, it is two 
points for the other side just as if they had knocked it over 
with the ball. 



According to its size each school should have the 
following play equipment: 

2 Medicine Balls, 2 Basket Balls, 2 Volley Balls, 100 to 
200 Bean Bags, 2 Jump Ropes (20 ft.), 6 Jumping Ropes, 3 
Baskets, 6 Towels, 3 Bean Bag Boards, 4 Indoor Base 
Balls, 4 Indoor Base Ball Bats, 2 Tennis Nets and 2 Sets of 
Posts, 8 feet in length, for them. 

Teach about three games to start with, to give variety, 
and after these are going nicely, add a new game about 
once in three weeks. 

The above equipment is not furnished by the Board of 
Bducation, except in those schools having a suitable audi- 
torium, playroom or gymnasium. 



28 



CON STITUTION 

OF THE 

Athletic Association, School. 



ARTICLE I. 

Name. This organization shall be known as the Ath- 
letic Association of the School of 

Minneapolis. 

ARTICLE II. 

Object. The object of this Association shall be to ad- 
vance and direct clean athletics among the pupils of this 
school. 

ARTICLE III. Membership. 

Sect. 1. The members of this Association shall be 
those teachers and pupils who agree to work for the honor 
of the school in this direction. 

Sect. 2. Any public spirited citizen interested in the 
development of athletics in this school may be elected to 
membership. 

Sect. 3. The regular membership dues shall be five 
cents per semester, ten per cent of which shall be turned 

in to the treasurer of the District 

Public School Athletic League. 

ARTICLE IV. Officers: Election and Duties. 

Sect. 1. The officers of this Association shall be a 
President, Vice-President, Secretary, Treasurer and Assist- 
ant-Treasurer. 

Sect. 2. Officers shall be elected semi-annually on the 
first Friday of October and February. 

Sect. 3. The regular duties of officers as stated in 
Cushing's Manual shall be recognized in this Association. 

Sect. 4. The Treasurer shall be a member of the 
faculty of the school. 

Sect. 5. The principal of this school shall have ab- 
solute veto power in all matters of the Association. 

29 



ARTICLE V. Committees. 

Sect. 1. There shall be two regular committees known 
as the Executive Committee and the Games Committee. 

Sect. 2. The Executive Committee shall consist of the 
regular officers and one representative from each of the 
upper four A grades. 

Sect. 3. The games Committee shall be appointed by 
the Executive Committee. 

Sect. 4. The Games Committee shall have charge of 
all athletic competitions. 

ARTICLE VI. Conduct of Members and Eligibility. 

Sect. 1. Any member doing that which will bring 
discredit on the school may be reprimanded or suspended 
by vote of the Executive Committee. All things that are 
dishonest or discourteous are accounted as detrimental. 

Sect. 2. No person who is a member of this Associa- 
tion, and who is under eighteen years of age shall smoke. 
Violation of this rule shall involve suspension. 

Sect. 3. Only those pupils who maintain a grade of 
scholarship which if continued would entitle them to pro- 
motion shall be entitled to represent their school in 
athletics. 

Sect. 4. No pupil who is not strictly an amateur shall 
be entitled to represent his school in athletics. 

Sect. 5. No pupil shall be allowed to play on a school 
team until he has obtained the written consent of his 
parent or guardian. 

ARTICLE VII. Contests, Buttons, Etc. 

Sect. 1. This Association shall have charge of the 
competitions and League Buttons of the school. 

Sect. 2. Those pupils who qualify in all three events 
of the mass competitions shall be entitled to a button of 
the Public School Athletic League. 

Sect. 3. This Association agrees to give a set of 
athletic contests once a year, open to its members. 

ARTICLE VIII. Amendments. 

This constitution may be amended by a two-thirds 
vote of the members present at any regular meeting, pro- 
vided such amendment may be approved by the principal 
of the school, and by the Executive Committee of the 

District Public School Athletic 

League of Minneapolis. 

30 



RULES FOR TRAMS: 

Junior teams are made up of children who were less 
than thirteen at the beginning of the semester; senior 
teams are made up of children who were thirteen or over 
at the beginning of the semester. 

Schools which have no eighth grade will not enter 
Senior teams in league competitions without special writ- 
ten permission of the City Executive Committee. 

Protests of games or athletic events must be made in 
writing to the chairman of the Executive Committee 
(District committee if an intra-district game, City Com- 
mittee if an inter-district game) within two da3 7 s of the 
event. Eligibility lists must be exchanged by the princi- 
pals 48 hours before the scheduled date of a game. Chil- 
dren attending a school on permit will not be allowed 
to represent that school in athletics until they have 
been in attendance there one complete semester. 

Attention is called to Art. Ill, Sect. 3, and Art. VII 
Sect. 3. 

Principals are urged to encourage athletics, especially 
organized team play, among girls as much as possible. 



31 



SOCCER FOOTBALL 

(modified) 

The Fieed. For a match game, the field should be be- 
tween 50 arid 100 yards wide, and between 100 and 150 
yards long, divided into halves by a line running the short 
way. This line is called the "center line." The lines 
along the sides are called the "touch lines," and the lines 
across the ends are called the "goal lines." At the exact 
center of the field is a circle, having a ten foot radius. 

Goae. The goals are posts eight yards apart so placed 
that each post is four yards from the middle point of the 
goal line. Connecting these posts is a cross bar eight feet 
from the ground. These posts are not essential, as any 
kind of a marker will do. 

Goal Area. Six yards outside each goal post is a line 
perpendicular to the goal line, and six yards long. The 
ends of these lines are connected by a line parallel with the 
goal line. The resulting enclosed space is called the Goal 
Area. 

Peayers. There are eleven players on a side, named: — 
center, inside right, outside right, inside left, outside left, 
left halfback, right halfback, center halfback, right full- 
back, left fullback, and goal keeper. 

Time of Game. The game lasts not over 30 minutes 
divided into halves with a five or ten minute interval. If 
the captains cannot agree on a length of time to play, the 
time shall be two ten minute halves. 

Goae Choice. The choice of goal to be defended, or of 
kick-off is decided by the toss of a coin, the winner choos- 
ing one or the other. 

Starting the Game. The game shall begin by a place 
kick from the center of the field in the direction of the 
opponent's goal. No opponent is to approach within six 
yards of the ball until it has been kicked off, and no 
player is to pass beyond the center of the field until the 
ball has been kicked off. After a goal has been scored the 
losing side shall have the privilege of kicking off from the 
center. At the end of the first half the sides must change 
goals, and the side which did not kick off the first half kicks 
off the second. 

32 



H 

o 

c 
o 

a: 



(iOflL 



GOAL LINE 



GOAL AREfl 



Q°AUKEEPE« 



RtqHT 
FULL BACK 



RIGHT 
HALF BACK 



CENTRE 
o 

HALE BACK 



LEFT 

O 

FULLBACK 



HALF BACK 



OUTSIDE 'N8IDE 
&IQHT *«W 



CENTER MSIDE 
o O: 



OUTSIDE 
O 
LEFT 



HALFWAY 
LINE 



QfiAL. LINE. 



33 



Scoring. A goal is scored when the ball has passed 
between the goal posts and under the cross bar, provided: 
it has not been thrown, carried or touched by the hands or 
arms of any player on the attacking side. A goal counts 
one point for the attacking side. 

Out of Play. When the ball crosses the goal line or 
touch line, either on the ground or in the air, it is "out of 
play." When it has crossed the touch line it is said to be 
"in touch," and is put in play by a player of the side oppo- 
site to that which played it out. This player stands on 
the touch line facing the field of play, and throws the ball 
with both hands, from over his head into the field of pla}^. 
This player cannot again touch the ball until it has been 
touched by another player, neither may a goal be scored 
from a " throw in." 

Kicking Out or "Goal Kick." When the ball is forced 
over the goal line by one of the attacking side (if it is not a 
"goal") it is put in play by being kicked off by one of the 
defenders within that half of the goal area nearest the 
point where the ball crossed the line. If it is kicked 
across the line by one of the defenders it is kicked out by 
one of the attacking side from a point within one yard 
from the nearest corner. This is called a "corner kick." 
No opponent is allowed within six yards of the ball until it 
has been kicked. 

Handling the Ball. No player shall handle, throw, 
carry or touch the ball with his hands; except that the 
goal keeper may, within his own half of the field, use his 
hands so long as he does not carry the ball. Penalty for 
violation: Free kick from spot where illegal play occurred. 

Dangerous Play or Fouling. Tripping, kicking, or 
jumping at a player is not allowed. Neither is holding or 
pushing. Penalty: A free kick by opponents from a point 
15 yards in front of offender's goal, unless the foul occurred 
nearer than that to the offender's goal, when the kick may, 
at the option of offended captain, be taken from the spot 
where the foul occurred. 

Free Kick. A free kick is a kick at the ball, during 
which no opponent may approach within six yards, unless 
they are standing on their own goal line. The kicker may 
not again play the ball until it has touched some other 
player. 

Re-Starting Play. If the game has stopped from any 
cause the play is re-started by the referee throwing down 
the ball at the spot where it was when Q^&y was stopped. 
The ball is then in play as soon as it touches the ground, 
and not until then. 

34 



Officials. The officials are a referee, two linesmen, 
and a timekeeper and scorer. 

Suggestions. — Dont's. 
Do not use your hands. 

Do not let the ball hit your hands or arms. 
Do not hold, trip or push. 
Do not charge an opponent. This is permissible in 

the case of the goal keeper if he has the ball in his 

hands. 

The best method of play is that of passing the ball 
from one to the other by short kicks, /'. e., "team play." It 
is better and safer to let the ball hit the body before 
attempting a kick, rather than try to kick it while it is 
in the air. Do not dress too warmly, but carry extra 
clothing to put on between halves and after the game. If 
possible, bathe or at least rub down and change clothing 
after the game. 

The penalties given here are more severe than those of 
the official rules, but this is intentional. 



35 



MASS COMPETITIONS 

These competitions are designed to bring into active 
athletics the greatest possible number of school children. 

As the tendency in athletics is for each to do the thing 
he can do best, and thus develop specialists instead of pro- 
ducing all around physical efficienc3 r , these competitions 
are divided into these groups: — there is a running event as 
a speed test; he must jump a certain distance as a test in 
agility; and he must pull himself up to a bar a certain 
number of times as a test of strength and endurance. 

At first few will be able to qualify, — experience shows 
that the proportion is only two per cent. Last year in 
sotne cities nearly 60 per cent qualified. Those qualifying 
should be given a badge as a distinguishing mark, and 
their room and grades should be credited with a certain 
number of points. 

. That every grade may have an equal chance of stand- 
ing at the head of the athletic efficiency list, the severity of 
the test is graded according to age. The age must be 
figured as age on Sept. 1 and Feb. 1. Thus a boy will not 
shift from one standard to another during a school term. 

It is best to test each group at a different time of year. 
Experience shows that the best rotation is jumping in the 
fall, chinning during the winter when outdoor work is 
not possible, and running in the spring. 



Rules for Contests 

JUMPING.— No take off allowed. Contestant must 
jump from the soil. No double jump shall be allowed, but 
he may rock from heel to toe. He may not lift either foot 
clear of the ground, nor slide either foot along the ground 
in any direction. Both feet must toe the mark and the 
jump is measured from the mark to the nearest point 
touched by his person or clothes. 

CHINNING.— The child shall extend himself to his full 
length before and after each pull-up, and shall be obliged 
to raise his body without a kick, snap, jerk or swing, to 
such height as to bring his chin higher than the bar. 

37 



RUNNING. — Any type of starting position allowed. 
The starter must drop his arm when he says "Go" so 
that the timer may know when to start his watch. The 
starter may stand at the finish, if he is also to act as timer, 
and have the runner start at the drop of the starter's arm. 
Have a judge at the starting point to see that the contest- 
ant toes the line properly. A stop watch is necessary for 
this test. Start the watch when the arm drops, and stop it 
when the runner crosses the finish line. 

Bach child qualifying in all three tests should have 
his name posted in his room, and if possible should be 
given some badge or ribbon. The cost of the latter mast 
not exceed five cents each. 





Standards for Different 


Ages in Different 


Events. 






Dashes. Time in Seconds. 


Standing 
Broad 
Jump 

(ft. in.) 


Chinning 
(Times) 


Age 


40 yds. 


50 


60 


80 


100 


8 


* 7.8 










5 


1 


9 


* 7 










5-2 


2 


10 


* 6.4 










5-4 


2 


11 


* 6 










5-6 


3 


12 




* 7.2 


8.8 






5 9 


4 


13 






* 8 4 






6-3 


5 


14 






7 8 


* 11 


14 


6-6 


6 


15 






7.6 


* 10 


13.4 


6-9 


7 


16 






7.4 


* 9.8 


12 8 


7 


8 



In the running events each age will compete at the 
starred (*) distance, unless specifically directed otherwise. 
Under no circumstances will girls be allowed to run over 
60 yards. 

A child will get a credit, for his room, of one point for 
each event that he qualifies for, except that by qualifying 
in- all three events he gets four points. An additional 
point will be allowed for each grade and each event that he 
qualifies in above his own age. That is, a 12-year old boy 
qualifying in all three events in the 13-year old grade gets 
seven points instead of four. 

When a child thinks he can pass the test in any event 
he informs his teacher, and is tested. Bvery fortnight the 

38 



results should be sent to the office of the principal. This 
report should include the name, age, grade and record 
made. These reports should be kept until the close of tli<- 
school year. Every fortnight the principal should report 
to the Dept. of Hygiene and Physical Training, the results 
for his building, reporting merely the number qualified in 
each grade, in each event, with the total number of points 
made since the last report, and for the school year. 

Further particulars and possible developments of 
these competitions may be found in the Official Handbook 
of the Public Schools Athletic League. 

Another method of mass competitions is to take the 
total jump of the class, each child to start with his toes at 
the mark made by the heels of his predecessor. Measure 
the total distance from the starting mark of the first con- 
testant to the heel mark of the last. 

In chinning contests under this class count the total 
number of times that the class can chin. This is done by 
lining up the class at the bar and letting each child chin in 
turn as many times as he can, and then adding the indi- 
vidual effort to get the class total. 

In running under this class, line up the whole class one 
behind the other at the starting line, start the first, and as 
the first finishes start the second, etc. As the first leaves 
the starting line have the second step up to it. The starter 
must stand at the finish; he drops his arm to start the first, 
and as each one finishes he drops the arm again thus start- 
ing the next runner. Take the time from the start of the 
first to the finish of the last. This gives the time it takes 
the whole class to run the distance. Fifty yards is a good 
distance for this test. 



39 



REPORT. 



PHYSICAL EFFICIENCY TEST. 



R 



oom 



Grade School. 



NAME 


Age 


Dash 


Time 


Jump 


Chin- 
ning 


Points 


















































































































Room Totals 



















































































Number in room 



Date 



19 



Total. 



41 



Teacher. 



REPORT. 



PHYSICAL EFFICIENCY TEST 



School. 





u 

_D 

E 

s 

Z 




Total Points Last Report 


Qualified Since Last Report 


Total 


(0 

ha 

u 


Dash 


Jump 


Chin- 
ning 


Dash 


Jump 


Chin- 
ning 


Points 


4 




Girls 


















Boys 
















5 




Girls 


















Boys 
















6 




Girls 


















Boys 
















7 




Girls 


















Boys 
















8 




Girls 


















Boys 
















"(3 




Girls 
















o 
H 




Boys 
















Total 

















Date 



191 



Principal. 



43 



INDEX 

The letters after the titles indicate the following: 
A — Ball Games. 
B — Bean Bag Games. 
C — Racing Games. 
D — Ring Games. 
E — Tag Games. 
R — Games suitable for use in the school room 

All Up. (5,6,7) R, C 18 

Athletic League, (any) 29 

Bag Board. (2, 3, 4, 5) R, B 6 

Ball Tag. (7, 8) A 21 

Bean Bag Drill. (4, 5, 6) R, B 14 

Bean Bag Passing Overhead. (1, 2, 3, 4) B 7 

Bean Bag Passing Race. (1, 2, 3) R, B 4 

Bean Bag Relay Race. (All grades) B, C 3 

Bears and Cattle. (5, 6, 7, 8) E 13 

Boiler Burst. (3, 4, 5) E 7 

Cat and Rat. (1,2,3,4) R, E 3 

Catch Ball. (5, 6) A 12 

Catch the Handkerchief. (2, 3, 4) D, E 6 

Circle Catch Ball. (7, 8) D, E 21 

Circle Race. (7, 8) D, A 20 

Circle Tag. (6, 7, 8) E 21 

Corner Ball. (8) A 23 

Circle Touch Ball. (7, 8) A, D 21 

Clap Dance. (2, 3, 4) R, I) 7 

Combination Race. (8) C 25 

Crow Race. (1, 2, 3) C 3 

Dodge Ball No. 1. (5,6) A, D 12 

Dodge Ball No. 2. (7, 8) A, D 19 

Duck on the Rock. (3—8 inch) B, E 8 

Flag Relay Race. (4, 5, 6) C 11 

Fly Feather. (1, 2, 3) D 4 

Follow My Leader. (1, 2, 3) R 6 

French Blind Man's Buff. (4, 5) R, D, E 9 

German Ball. (5, 6, 7, 8) A 26 

Hill Dill. (4—7 incl.)E 10 

Hopping Race. (4, 5, 6) R, C 17 

Hunt the Key. (4, 5) R, D 11 

Hurly-burly Bean Bag. (7, 8) R, B, C 17 

Imitation. (1, 2, 3) R 4 

45 



"I Put My Right Hand In". (3—6 inch) R 8 

Japanese Tag. (3, 4, 5) R, E : 18 

Jolly Fisherman. (4, 5, 6) D, E 15 

Jumping Circle. (4, 5, 6) D, E 15 

Jump the Shot. (4, 5, 6) D, E 15 

Klapdans. (2, 3, 4) R 7 

Lame Wolf. (1, 2, 3, 4) E 4 

Leap Frog. (7, 8) C 18 

Ling Ball. (5, 6, 7, 8) A 26 

Mass Competitions. (5, 6, 7, 8) 37 

Mister Slap Jack. (4, 5, 6) D, E 9 

One Legged Relay. (6, 7, 8) C 16 

Pin Ball. (5,6, 7, 8) A 28 

Pin Guard. (7, 8) A. D 24 

Playground Ball. (5, 6, 7, 8) A 27 

Poison. (3—6 incl.) D 8 

Potato Race. (7, 8) C 23 

Rabbit Chase. (1,2,3) B, D 4 

Relay Race. (7, 8) C 23 

Side Kick. (8) A 24 

Simon Says. (3, 4, 5) 14 

Snake, The (1, 2) E 7 

Snatch the Kerchief. (7, 8) E 23 

Soccer. (7, 8) A 32 

Spinning the Plate. (2,3,4) R, D 6 

Squat Tag. (1, 2, 3) E 7 

Steps. (4, 5, 6) R 16 

Straddle Ball. (5, 6, 7) A, D 13 

Stride Pass Race. (7, 8) A, C 22 

Tag the Wall Relay. (4—7 incl.) R, C 10 

Three Deep. (3—8 incl.) D, E 6 

Tossing Race. (4, 5, 6) R, A, B, C 13 

Touch Ball No. 1. (4,5,6) A, B, E 11 

Touch Ball No. 2. (6, 7, 8) A, D. E 15 

Touch Ball No. 3. (7,8) A. D. E 19 

Towel Race. (6, 7, 8) C 15 

Umbrella Ball. (4, 5, 6) B 9 

Volley Ball. (7, 8) A 27 

Washerwoman. (1, 2, 3, 4) R 5 

Wrestling Circle. (3—6 incl.) D 8 



46 



DEC 15 1911 






One copy del. to Cat. Div. 



° fC * l*i 



